You will get two files with .png and .fontdat extensions. Put them in fonts/ directory of your mod. You can register and use them either in cgame/ui mod, or in .menu files. For examples refer to jk2 sdk cgame/ui source code and main.menu from original assets.

If you wish to support jk2mv's high resolution fonts (coming soon), you will need to generate few more fonts in larger sizes which will together constitute a font face. If you use scales ranging from 1.0 to 1.5, I recommend following steps (just multiply your font size by them and round towards 0):

Example:
Assume you generate a font of size 19, called myfont.png and myfont.fontdat. Next step is to generate the same font with size [1.5 * 19] = 28 and call it myfont_sharp1.png, myfont_sharp1.fontdat. Then goes size 2.0 * 19 = 38, call it myfont_sharp2.png and myfont_sharp2.fontdat etc. Refer to assetsmv.pk3 for an examplary font face.

That's all, not that hard. If for some reason you need to replace existing font like I had to… you're screwed :D Fear not, I will lead you through the struggle laying ahead of you in next section.

Replacing existing font, modifying font data

These two tasks go hand in hand because in order to replace existing font you will surely need to modify font data of newly generated replacement.

First question: what kind of data does .fontdat file contain? A little C program I wrote, which you can find in fontbuilder main directory, will print .fontdat file in human-readable format. You can compile it using following command: `gcc -std=c99 jk2fontdat.c -o jk2fontdat` or with any other C compiler. Run it with .fontdat file as an argument. Example output:

Prepare your mod, launch the patched jk2mvmp and find a place where you can see your font on in game. Type /font_select <name> to edit fonts/<name>.fontdat. In order to modify font data use /font_transform command, you'll be able to see it's effects instantly. Here is help text it prints, I hope you can figure out the rest yourself by trial and error:

Console fonts are different. They do not use .fontdat format, but rather a grid of 256 extended ascii characters. I've added a "grid" layout to fontbuilder too later on and but it's not available in ouned's binaries. You'll need to ask someone or compile it on your own for you operating system. It's available here: https://github.com/aufau/fontbuilder/co ... edi-knight

Then you need to select a "grid layout" in fontbulider, add width/32 padding to the right (256/32 = 8px for 256x256 font) and adjust font size. Name such grid font charsgrid_med.tga, pack in a pk3, in gfx/2d/charsgrid_med.tga and you're good to go. See original charsgrid_med.tga to see how it should look.

I may have a look at my fontbuilder patches, and update tutorial with screenshots for console fonts soon.

If you want high resolution console font then it's a bit more complicated, let me know when you succeed with basic 256x256.

edit: Also you can't really use ergoec for console font because it's not a monospace font. Technically you could but it's going to be extremely ugly.